Mortar

Based on Atomic Games’ award-winning Close Combat series, Close Combat: The Longest Day brings together the classic top-down tactical gameplay from the original series and plenty of new features, expansions, and improvements! The Longest Day remake comes with a brand new Grand Campaign that covers all the airborne and beach landings, expanded map sizes, new hand-drawn historical maps, illumination during night battles and much more!
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Pzt_Serk
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RE: Mortar

Post by Pzt_Serk »

Yes they did. From Wikipedia (yes I know its not the most reliable source but I'm not writing a thesis on the subject)
Tank landings

Because sea conditions were too rough, the decision was made for the 116th RCT to carry the DD tanks of the 743rd Battalion all the way to the beach. Coming in opposite the heavily defended Vierville draw, company B of the 743rd tank battalion lost all but one of its officers, and half of its tanks. However, the other two companies landed to the left of B/743 without initial loss. On the 16th RCT front, the two DD tanks that had survived the swim ashore were joined by three others that were landed directly onto the beach because of their LCT's damaged ramp. The remaining tank company managed to land 14 of its 16 tanks (although three of these were quickly knocked out).[22][23]
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Andrew Williams
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RE: Mortar

Post by Andrew Williams »

sorry... I meant with the first landing wave.

i know a lot floundered after disembarking... and i know tanks made it ashore... but were they on time to lead the assault?
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DasHoff
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RE: Mortar

Post by DasHoff »

in the CC beach maps, i always find its my tanks which end up clearing out everything and winning the day. the whole key to the map is finding the couple of AT guns and knocking them out, after that its a cake walk. i wanted it to be like saving private ryan, dammit!
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tigercub
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RE: Mortar

Post by tigercub »

did they fix the mortar?

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RD Oddball
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RE: Mortar

Post by RD Oddball »

It was adjusted to take into account the feedback you guys gave. Fixed is a subjective term if it's not making the game crash or wildly inaccurate from a historical perspective.[;)]
kojusoki1
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RE: Mortar

Post by kojusoki1 »

We are playing and moding TLD with Will. We are testing the newest version so once its done we will post it on the forum, so you can take a look. We also find mortars to powerfull and AT guns to use less.
I did a simply thing:
i changed ranges of the mortar what means that up to 180m its fairly accurate but later...well..more then 180m it is long range and its quite difficult to kill AT gun in less then 10 shots. Also i placed some top armour for AT guns and... increased "hide"  of the guns.
Now, AT guns are really really effective. And mortars, deployed properly - also.

We did the same thing with shrecks, as they were the main german weapon. Its now 150m range, but to be honest, you can be sure destroying aby tank up to 120m More, it becomes less accurate.

For some of you those ranges can be too short, but i think in terms of gameplay and the size of a map, it is OK. Before that changes, that was a game: "To find a schreck". Now, it is again close combat and shrecks are no longer "kings of the field".

Those differences in Long/medium ranges are in my opinion best in ballancing gameplay.
As one of you suggested - its fairly strange mortar could kill a gun in 2 shots, while you cannot kill a single member of mortar team with 20 rounds:)
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RD Oddball
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RE: Mortar

Post by RD Oddball »

Nice!
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tigercub
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RE: Mortar

Post by tigercub »

Wildly inaccurate from a historical would be what we had as a X Red-Devil.

But it is nice to see a change.

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Doggie
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RE: Mortar

Post by Doggie »

Open topped vehicles were not discontinued because crews were afraid of mortars.[8|] Artillerymen learned to fire what are called "airbursts". 105mm shells explode at 50 or 100 meters and rain shrapel down on unprotected infanty in open topped vehicles.

I have seen plumbers at work, and they can drop a shell on a picnic table at 300 yards providing they can see it. Hitting a moving target like a tank destroyer from directions given by some squad leader on a field phone would be all but impossible. Trying to lead a moving target that they could see would also be a difficult proposition. It aint like shooting ducks. A mortar round spends more time on it's way to the target than birdshot. Another problem is a field mortar teams limited ammuntion. Unless they got their tube set up in a half track, they probably don't have more than half a dozen rounds.

The same would apply to anti tank guns. If the mortar crew can see an anti tank gun, they could make short work of it. Firing blind from several hundred yards in the rear should take a few spotting rounds.
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